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authordaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
committerdaoge_cmd <3523206925@qq.com>2026-03-01 12:16:08 +0800
commitb691c43c44ff180d10e7d4a9afc83b98551ff586 (patch)
tree3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.Client/ServerChunkCache.cpp
parentdef8cb415354ac390b7e89052a50605285f1aca9 (diff)
Initial commit
Diffstat (limited to 'Minecraft.Client/ServerChunkCache.cpp')
-rw-r--r--Minecraft.Client/ServerChunkCache.cpp968
1 files changed, 968 insertions, 0 deletions
diff --git a/Minecraft.Client/ServerChunkCache.cpp b/Minecraft.Client/ServerChunkCache.cpp
new file mode 100644
index 00000000..1fe1a86f
--- /dev/null
+++ b/Minecraft.Client/ServerChunkCache.cpp
@@ -0,0 +1,968 @@
+#include "stdafx.h"
+#include "ServerChunkCache.h"
+#include "ServerLevel.h"
+#include "MinecraftServer.h"
+#include "..\Minecraft.World\net.minecraft.world.level.h"
+#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
+#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
+#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
+#include "..\Minecraft.World\Pos.h"
+#include "..\Minecraft.World\ProgressListener.h"
+#include "..\Minecraft.World\ThreadName.h"
+#include "..\Minecraft.World\compression.h"
+#include "..\Minecraft.World\OldChunkStorage.h"
+
+ServerChunkCache::ServerChunkCache(ServerLevel *level, ChunkStorage *storage, ChunkSource *source)
+{
+ XZSIZE = source->m_XZSize; // 4J Added
+ XZOFFSET = XZSIZE/2; // 4J Added
+
+ autoCreate = false; // 4J added
+
+ emptyChunk = new EmptyLevelChunk(level, byteArray( Level::CHUNK_TILE_COUNT ), 0, 0);
+
+ this->level = level;
+ this->storage = storage;
+ this->source = source;
+ this->m_XZSize = source->m_XZSize;
+
+ this->cache = new LevelChunk *[XZSIZE * XZSIZE];
+ memset(this->cache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk *));
+
+#ifdef _LARGE_WORLDS
+ m_unloadedCache = new LevelChunk *[XZSIZE * XZSIZE];
+ memset(m_unloadedCache, 0, XZSIZE * XZSIZE * sizeof(LevelChunk *));
+#endif
+
+ InitializeCriticalSectionAndSpinCount(&m_csLoadCreate,4000);
+}
+
+// 4J-PB added
+ServerChunkCache::~ServerChunkCache()
+{
+ delete emptyChunk;
+ delete cache;
+ delete source;
+
+#ifdef _LARGE_WORLDS
+ for(unsigned int i = 0; i < XZSIZE * XZSIZE; ++i)
+ {
+ delete m_unloadedCache[i];
+ }
+ delete m_unloadedCache;
+#endif
+
+ AUTO_VAR(itEnd, m_loadedChunkList.end());
+ for (AUTO_VAR(it, m_loadedChunkList.begin()); it != itEnd; it++)
+ delete *it;
+ DeleteCriticalSection(&m_csLoadCreate);
+}
+
+bool ServerChunkCache::hasChunk(int x, int z)
+{
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ // Check we're in range of the stored level
+ // 4J Stu - Request for chunks outside the range always return an emptyChunk, so just return true here to say we have it
+ // If we return false entities less than 2 chunks from the edge do not tick properly due to them requiring a certain radius
+ // of chunks around them when they tick
+ if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return true;
+ if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return true;
+ int idx = ix * XZSIZE + iz;
+ LevelChunk *lc = cache[idx];
+ if( lc == NULL ) return false;
+ return true;
+}
+
+vector<LevelChunk *> *ServerChunkCache::getLoadedChunkList()
+{
+ return &m_loadedChunkList;
+}
+
+void ServerChunkCache::drop(int x, int z)
+{
+ // 4J - we're not dropping things anymore now that we have a fixed sized cache
+#ifdef _LARGE_WORLDS
+
+ bool canDrop = false;
+// if (level->dimension->mayRespawn())
+// {
+// Pos *spawnPos = level->getSharedSpawnPos();
+// int xd = x * 16 + 8 - spawnPos->x;
+// int zd = z * 16 + 8 - spawnPos->z;
+// delete spawnPos;
+// int r = 128;
+// if (xd < -r || xd > r || zd < -r || zd > r)
+// {
+// canDrop = true;
+//}
+// }
+// else
+ {
+ canDrop = true;
+ }
+ if(canDrop)
+ {
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ // Check we're in range of the stored level
+ if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return;
+ if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return;
+ int idx = ix * XZSIZE + iz;
+ LevelChunk *chunk = cache[idx];
+
+ if(chunk)
+ {
+ m_toDrop.push_back(chunk);
+ }
+ }
+#endif
+}
+
+void ServerChunkCache::dropAll()
+{
+#ifdef _LARGE_WORLDS
+ for (LevelChunk *chunk : m_loadedChunkList)
+ {
+ drop(chunk->x, chunk->z);
+}
+#endif
+}
+
+// 4J - this is the original (and virtual) interface to create
+LevelChunk *ServerChunkCache::create(int x, int z)
+{
+ return create(x, z, false);
+}
+
+LevelChunk *ServerChunkCache::create(int x, int z, bool asyncPostProcess) // 4J - added extra parameter
+{
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ // Check we're in range of the stored level
+ if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return emptyChunk;
+ if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return emptyChunk;
+ int idx = ix * XZSIZE + iz;
+
+ LevelChunk *chunk = cache[idx];
+ LevelChunk *lastChunk = chunk;
+
+ if( ( chunk == NULL ) || ( chunk->x != x ) || ( chunk->z != z ) )
+ {
+ EnterCriticalSection(&m_csLoadCreate);
+ chunk = load(x, z);
+ if (chunk == NULL)
+ {
+ if (source == NULL)
+ {
+ chunk = emptyChunk;
+ }
+ else
+ {
+ chunk = source->getChunk(x, z);
+ }
+ }
+ if (chunk != NULL)
+ {
+ chunk->load();
+ }
+
+ LeaveCriticalSection(&m_csLoadCreate);
+
+#if ( defined _WIN64 || defined __LP64__ )
+ if( InterlockedCompareExchangeRelease64((LONG64 *)&cache[idx],(LONG64)chunk,(LONG64)lastChunk) == (LONG64)lastChunk )
+#else
+ if( InterlockedCompareExchangeRelease((LONG *)&cache[idx],(LONG)chunk,(LONG)lastChunk) == (LONG)lastChunk )
+#endif // _DURANGO
+ {
+ // Successfully updated the cache
+ EnterCriticalSection(&m_csLoadCreate);
+ // 4J - added - this will run a recalcHeightmap if source is a randomlevelsource, which has been split out from source::getChunk so that
+ // we are doing it after the chunk has been added to the cache - otherwise a lot of the lighting fails as lights aren't added if the chunk
+ // they are in fail ServerChunkCache::hasChunk.
+ source->lightChunk(chunk);
+
+ updatePostProcessFlags( x, z );
+
+ m_loadedChunkList.push_back(chunk);
+
+ // 4J - If post-processing is to be async, then let the server know about requests rather than processing directly here. Note that
+ // these hasChunk() checks appear to be incorrect - the chunks checked by these map out as:
+ //
+ // 1. 2. 3. 4.
+ // oxx xxo ooo ooo
+ // oPx Poo oox xoo
+ // ooo ooo oPx Pxo
+ //
+ // where P marks the chunk that is being considered for postprocessing, and x marks chunks that needs to be loaded. It would seem that the
+ // chunks which need to be loaded should stay the same relative to the chunk to be processed, but the hasChunk checks in 3 cases check again
+ // the chunk which is to be processed itself rather than (what I presume to be) the correct position.
+ // Don't think we should change in case it alters level creation.
+
+ if( asyncPostProcess )
+ {
+ // 4J Stu - TODO This should also be calling the same code as chunk->checkPostProcess, but then we cannot guarantee we are in the server add the post-process request
+ if ( ( (chunk->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) == 0) && hasChunk(x + 1, z + 1) && hasChunk(x, z + 1) && hasChunk(x + 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x, z);
+ if (hasChunk(x - 1, z) && ((getChunk(x - 1, z)->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) == 0 ) && hasChunk(x - 1, z + 1) && hasChunk(x, z + 1) && hasChunk(x - 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x - 1, z);
+ if (hasChunk(x, z - 1) && ((getChunk(x, z - 1)->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) == 0 ) && hasChunk(x + 1, z - 1) && hasChunk(x, z - 1) && hasChunk(x + 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x, z - 1);
+ if (hasChunk(x - 1, z - 1) && ((getChunk(x - 1, z - 1)->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere ) == 0 ) && hasChunk(x - 1, z - 1) && hasChunk(x, z - 1) && hasChunk(x - 1, z)) MinecraftServer::getInstance()->addPostProcessRequest(this, x - 1, z - 1);
+ }
+ else
+ {
+ chunk->checkPostProcess(this, this, x, z);
+ }
+
+ // 4J - Now try and fix up any chests that were saved pre-1.8.2. We don't want to do this to this particular chunk as we don't know if all its neighbours are loaded yet, and we
+ // need the neighbours to be able to work out the facing direction for the chests. Therefore process any neighbouring chunk that loading this chunk would be the last neighbour for.
+ // 5 cases illustrated below, where P is the chunk to be processed, T is this chunk, and x are other chunks that need to be checked for being present
+
+ // 1. 2. 3. 4. 5.
+ // ooooo ooxoo ooooo ooooo ooooo
+ // oxooo oxPxo oooxo ooooo ooxoo
+ // xPToo ooToo ooTPx ooToo oxPxo (in 5th case P and T are same)
+ // oxooo ooooo oooxo oxPxo ooxoo
+ // ooooo ooooo ooooo ooxoo ooooo
+
+ if( hasChunk( x - 1, z ) && hasChunk( x - 2, z ) && hasChunk( x - 1, z + 1 ) && hasChunk( x - 1, z - 1 ) ) chunk->checkChests( this, x - 1, z );
+ if( hasChunk( x, z + 1) && hasChunk( x , z + 2 ) && hasChunk( x - 1, z + 1 ) && hasChunk( x + 1, z + 1 ) ) chunk->checkChests( this, x, z + 1);
+ if( hasChunk( x + 1, z ) && hasChunk( x + 2, z ) && hasChunk( x + 1, z + 1 ) && hasChunk( x + 1, z - 1 ) ) chunk->checkChests( this, x + 1, z );
+ if( hasChunk( x, z - 1) && hasChunk( x , z - 2 ) && hasChunk( x - 1, z - 1 ) && hasChunk( x + 1, z - 1 ) ) chunk->checkChests( this, x, z - 1);
+ if( hasChunk( x - 1, z ) && hasChunk( x + 1, z ) && hasChunk ( x, z - 1 ) && hasChunk( x, z + 1 ) ) chunk->checkChests( this, x, z );
+
+ LeaveCriticalSection(&m_csLoadCreate);
+ }
+ else
+ {
+ // Something else must have updated the cache. Return that chunk and discard this one
+ chunk->unload(true);
+ delete chunk;
+ return cache[idx];
+ }
+ }
+
+#ifdef __PS3__
+ Sleep(1);
+#endif // __PS3__
+ return chunk;
+
+}
+
+// 4J Stu - Split out this function so that we get a chunk without loading entities
+// This is used when sharing server chunk data on the main thread
+LevelChunk *ServerChunkCache::getChunk(int x, int z)
+{
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ // Check we're in range of the stored level
+ if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return emptyChunk;
+ if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return emptyChunk;
+ int idx = ix * XZSIZE + iz;
+
+ LevelChunk *lc = cache[idx];
+ if( lc )
+ {
+ return lc;
+ }
+
+ if( level->isFindingSpawn || autoCreate )
+ {
+ return create(x, z);
+ }
+
+ return emptyChunk;
+}
+
+#ifdef _LARGE_WORLDS
+// 4J added - this special variation on getChunk also checks the unloaded chunk cache. It is called on a host machine from the client-side level when:
+// (1) Trying to determine whether the client blocks and data are the same as those on the server, so we can start sharing them
+// (2) Trying to resync the lighting data from the server to the client
+// As such it is really important that we don't return emptyChunk in these situations, when we actually still have the block/data/lighting in the unloaded cache
+LevelChunk *ServerChunkCache::getChunkLoadedOrUnloaded(int x, int z)
+{
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ // Check we're in range of the stored level
+ if( ( ix < 0 ) || ( ix >= XZSIZE ) ) return emptyChunk;
+ if( ( iz < 0 ) || ( iz >= XZSIZE ) ) return emptyChunk;
+ int idx = ix * XZSIZE + iz;
+
+ LevelChunk *lc = cache[idx];
+ if( lc )
+ {
+ return lc;
+ }
+
+ lc = m_unloadedCache[idx];
+ if( lc )
+ {
+ return lc;
+}
+
+ if( level->isFindingSpawn || autoCreate )
+ {
+ return create(x, z);
+ }
+
+ return emptyChunk;
+}
+#endif
+
+// 4J Added //
+#ifdef _LARGE_WORLDS
+void ServerChunkCache::dontDrop(int x, int z)
+{
+ LevelChunk *chunk = getChunk(x,z);
+ m_toDrop.erase(std::remove(m_toDrop.begin(), m_toDrop.end(), chunk), m_toDrop.end());
+}
+#endif
+
+LevelChunk *ServerChunkCache::load(int x, int z)
+{
+ if (storage == NULL) return NULL;
+
+ LevelChunk *levelChunk = NULL;
+
+#ifdef _LARGE_WORLDS
+ int ix = x + XZOFFSET;
+ int iz = z + XZOFFSET;
+ int idx = ix * XZSIZE + iz;
+ levelChunk = m_unloadedCache[idx];
+ m_unloadedCache[idx] = NULL;
+ if(levelChunk == NULL)
+#endif
+ {
+ levelChunk = storage->load(level, x, z);
+ }
+ if (levelChunk != NULL)
+ {
+ levelChunk->lastSaveTime = level->getTime();
+ }
+ return levelChunk;
+}
+
+void ServerChunkCache::saveEntities(LevelChunk *levelChunk)
+{
+ if (storage == NULL) return;
+
+ storage->saveEntities(level, levelChunk);
+}
+
+void ServerChunkCache::save(LevelChunk *levelChunk)
+{
+ if (storage == NULL) return;
+
+ levelChunk->lastSaveTime = level->getTime();
+ storage->save(level, levelChunk);
+}
+
+// 4J added
+void ServerChunkCache::updatePostProcessFlag(short flag, int x, int z, int xo, int zo, LevelChunk *lc)
+{
+ if( hasChunk( x + xo, z + zo ) )
+ {
+ LevelChunk *lc2 = getChunk(x + xo, z + zo);
+ if( lc2 != emptyChunk ) // Will only be empty chunk of this is the edge (we've already checked hasChunk so won't just be a missing chunk)
+ {
+ if( lc2->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere )
+ {
+ lc->terrainPopulated |= flag;
+ }
+ }
+ else
+ {
+ // The edge - always consider as post-processed
+ lc->terrainPopulated |= flag;
+ }
+ }
+}
+
+// 4J added - normally we try and set these flags when a chunk is post-processed. However, when setting in a north or easterly direction the
+// affected chunks might not themselves exist, so we need to check the flags also when creating new chunks.
+void ServerChunkCache::updatePostProcessFlags(int x, int z)
+{
+ LevelChunk *lc = getChunk(x, z);
+ if( lc != emptyChunk )
+ {
+ // First check if any of our neighbours are post-processed, that should affect OUR flags
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromS, x, z, 0, -1, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromSW, x, z, -1, -1, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromW, x, z, -1, 0, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromNW, x, z, -1, 1, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromN, x, z, 0, 1, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromNE, x, z, 1, 1, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromE, x, z, 1, 0, lc );
+ updatePostProcessFlag( LevelChunk::sTerrainPopulatedFromSE, x, z, 1, -1, lc );
+
+ // Then, if WE are post-processed, check that our neighbour's flags are also set
+ if( lc->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere )
+ {
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromW, x + 1, z + 0 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSW, x + 1, z + 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromS, x + 0, z + 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSE, x - 1, z + 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromE, x - 1, z + 0 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNE, x - 1, z - 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromN, x + 0, z - 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNW, x + 1, z - 1 );
+ }
+ }
+
+ flagPostProcessComplete(0, x, z);
+}
+
+// 4J added - add a flag to a chunk to say that one of its neighbours has completed post-processing. If this completes the set of
+// chunks which can actually set tile tiles in this chunk (sTerrainPopulatedAllAffecting), then this is a good point to compress this chunk.
+// If this completes the set of all 8 neighbouring chunks that have been fully post-processed, then this is a good time to fix up some
+// lighting things that need all the tiles to be in place in the region into which they might propagate.
+void ServerChunkCache::flagPostProcessComplete(short flag, int x, int z)
+{
+ // Set any extra flags for this chunk to indicate which neighbours have now had their post-processing done
+ if( !hasChunk(x, z) ) return;
+
+ LevelChunk *lc = level->getChunk( x, z );
+ if( lc == emptyChunk ) return;
+
+ lc->terrainPopulated |= flag;
+
+ // Are all neighbouring chunks which could actually place tiles on this chunk complete? (This is ones to W, SW, S)
+ if( ( lc->terrainPopulated & LevelChunk::sTerrainPopulatedAllAffecting ) == LevelChunk::sTerrainPopulatedAllAffecting )
+ {
+ // Do the compression of data & lighting at this point
+ PIXBeginNamedEvent(0,"Compressing lighting/blocks");
+
+ // Check, using lower blocks as a reference, if we've already compressed - no point doing this multiple times, which
+ // otherwise we will do as we aren't checking for the flags transitioning in the if statement we're in here
+ if( !lc->isLowerBlockStorageCompressed() )
+ lc->compressBlocks();
+ if( !lc->isLowerBlockLightStorageCompressed() )
+ lc->compressLighting();
+ if( !lc->isLowerDataStorageCompressed() )
+ lc->compressData();
+
+ PIXEndNamedEvent();
+ }
+
+ // Are all neighbouring chunks And this one now post-processed?
+ if( lc->terrainPopulated == LevelChunk::sTerrainPopulatedAllNeighbours )
+ {
+ // Special lighting patching for schematics first
+ app.processSchematicsLighting(lc);
+
+ // This would be a good time to fix up any lighting for this chunk since all the geometry that could affect it should now be in place
+ PIXBeginNamedEvent(0,"Recheck gaps");
+ if( lc->level->dimension->id != 1 )
+ {
+ lc->recheckGaps(true);
+ }
+ PIXEndNamedEvent();
+
+ // Do a checkLight on any tiles which are lava.
+ PIXBeginNamedEvent(0,"Light lava (this)");
+ lc->lightLava();
+ PIXEndNamedEvent();
+
+ // Flag as now having this post-post-processing stage completed
+ lc->terrainPopulated |= LevelChunk::sTerrainPostPostProcessed;
+ }
+}
+
+void ServerChunkCache::postProcess(ChunkSource *parent, int x, int z )
+{
+ LevelChunk *chunk = getChunk(x, z);
+ if ( (chunk->terrainPopulated & LevelChunk::sTerrainPopulatedFromHere) == 0 )
+ {
+ if (source != NULL)
+ {
+ PIXBeginNamedEvent(0,"Main post processing");
+ source->postProcess(parent, x, z);
+ PIXEndNamedEvent();
+
+ chunk->markUnsaved();
+ }
+
+ // Flag not only this chunk as being post-processed, but also all the chunks that this post-processing might affect. We can guarantee that these
+ // chunks exist as that's determined before post-processing can even run
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromHere;
+
+ // If we are an edge chunk, fill in missing flags from sides that will never post-process
+ if(x == -XZOFFSET) // Furthest west
+ {
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromW;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSW;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNW;
+ }
+ if(x == (XZOFFSET - 1 )) // Furthest east
+ {
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromE;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSE;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNE;
+ }
+ if(z == -XZOFFSET) // Furthest south
+ {
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromS;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSW;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromSE;
+ }
+ if(z == (XZOFFSET - 1)) // Furthest north
+ {
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromN;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNW;
+ chunk->terrainPopulated |= LevelChunk::sTerrainPopulatedFromNE;
+ }
+
+ // Set flags for post-processing being complete for neighbouring chunks. This also performs actions if this post-processing completes
+ // a full set of post-processing flags for one of these neighbours.
+ flagPostProcessComplete(0, x, z );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromW, x + 1, z + 0 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSW, x + 1, z + 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromS, x + 0, z + 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromSE, x - 1, z + 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromE, x - 1, z + 0 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNE, x - 1, z - 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromN, x + 0, z - 1 );
+ flagPostProcessComplete(LevelChunk::sTerrainPopulatedFromNW, x + 1, z - 1 );
+ }
+}
+
+// 4J Added for suspend
+bool ServerChunkCache::saveAllEntities()
+{
+ PIXBeginNamedEvent(0, "Save all entities");
+
+ PIXBeginNamedEvent(0, "saving to NBT");
+ EnterCriticalSection(&m_csLoadCreate);
+ for(AUTO_VAR(it,m_loadedChunkList.begin()); it != m_loadedChunkList.end(); ++it)
+ {
+ storage->saveEntities(level, *it);
+ }
+ LeaveCriticalSection(&m_csLoadCreate);
+ PIXEndNamedEvent();
+
+ PIXBeginNamedEvent(0,"Flushing");
+ storage->flush();
+ PIXEndNamedEvent();
+
+ PIXEndNamedEvent();
+ return true;
+}
+
+bool ServerChunkCache::save(bool force, ProgressListener *progressListener)
+{
+ EnterCriticalSection(&m_csLoadCreate);
+ int saves = 0;
+
+ // 4J - added this to support progressListner
+ int count = 0;
+ if (progressListener != NULL)
+ {
+ AUTO_VAR(itEnd, m_loadedChunkList.end());
+ for (AUTO_VAR(it, m_loadedChunkList.begin()); it != itEnd; it++)
+ {
+ LevelChunk *chunk = *it;
+ if (chunk->shouldSave(force))
+ {
+ count++;
+ }
+ }
+ }
+ int cc = 0;
+
+ bool maxSavesReached = false;
+
+ if(!force)
+ {
+ //app.DebugPrintf("Unsaved chunks = %d\n", level->getUnsavedChunkCount() );
+ // Single threaded implementation for small saves
+ for (unsigned int i = 0; i < m_loadedChunkList.size(); i++)
+ {
+ LevelChunk *chunk = m_loadedChunkList[i];
+#ifndef SPLIT_SAVES
+ if (force && !chunk->dontSave) saveEntities(chunk);
+#endif
+ if (chunk->shouldSave(force))
+ {
+ save(chunk);
+ chunk->setUnsaved(false);
+ if (++saves == MAX_SAVES && !force)
+ {
+ LeaveCriticalSection(&m_csLoadCreate);
+ return false;
+ }
+
+ // 4J - added this to support progressListener
+ if (progressListener != NULL)
+ {
+ if (++cc % 10 == 0)
+ {
+ progressListener->progressStagePercentage(cc * 100 / count);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+#if 1 //_LARGE_WORLDS
+ // 4J Stu - We have multiple for threads for all saving as part of the storage, so use that rather than new threads here
+
+ // Created a roughly sorted list to match the order that the files were created in McRegionChunkStorage::McRegionChunkStorage.
+ // This is to minimise the amount of data that needs to be moved round when creating a new level.
+
+ vector<LevelChunk *> sortedChunkList;
+
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+
+ // Push all the chunks to be saved to the compression threads
+ for (unsigned int i = 0; i < sortedChunkList.size();++i)
+ {
+ LevelChunk *chunk = sortedChunkList[i];
+ if (force && !chunk->dontSave) saveEntities(chunk);
+ if (chunk->shouldSave(force))
+ {
+ save(chunk);
+ chunk->setUnsaved(false);
+ if (++saves == MAX_SAVES && !force)
+ {
+ LeaveCriticalSection(&m_csLoadCreate);
+ return false;
+ }
+
+ // 4J - added this to support progressListener
+ if (progressListener != NULL)
+ {
+ if (++cc % 10 == 0)
+ {
+ progressListener->progressStagePercentage(cc * 100 / count);
+ }
+ }
+ }
+ // Wait if we are building up too big a queue of chunks to be written - on PS3 this has been seen to cause so much data to be queued that we run out of
+ // out of memory when saving after exploring a full map
+ storage->WaitIfTooManyQueuedChunks();
+ }
+
+ // Wait for the storage threads to be complete
+ storage->WaitForAll();
+#else
+ // Multithreaded implementation for larger saves
+
+ C4JThread::Event *wakeEvent[3]; // This sets off the threads that are waiting to continue
+ C4JThread::Event *notificationEvent[3]; // These are signalled by the threads to let us know they are complete
+ C4JThread *saveThreads[3];
+ DWORD threadId[3];
+ SaveThreadData threadData[3];
+ ZeroMemory(&threadData[0], sizeof(SaveThreadData));
+ ZeroMemory(&threadData[1], sizeof(SaveThreadData));
+ ZeroMemory(&threadData[2], sizeof(SaveThreadData));
+
+ for(unsigned int i = 0; i < 3; ++i)
+ {
+ saveThreads[i] = NULL;
+
+ threadData[i].cache = this;
+
+ wakeEvent[i] = new C4JThread::Event(); //CreateEvent(NULL,FALSE,FALSE,NULL);
+ threadData[i].wakeEvent = wakeEvent[i];
+
+ notificationEvent[i] = new C4JThread::Event(); //CreateEvent(NULL,FALSE,FALSE,NULL);
+ threadData[i].notificationEvent = notificationEvent[i];
+
+ if(i==0) threadData[i].useSharedThreadStorage = true;
+ else threadData[i].useSharedThreadStorage = false;
+ }
+
+ LevelChunk *chunk = NULL;
+ byte workingThreads;
+ bool chunkSet = false;
+
+ // Created a roughly sorted list to match the order that the files were created in McRegionChunkStorage::McRegionChunkStorage.
+ // This is to minimise the amount of data that needs to be moved round when creating a new level.
+
+ vector<LevelChunk *> sortedChunkList;
+
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z < 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x >= 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+ for( int i = 0; i < m_loadedChunkList.size(); i++ )
+ {
+ if( ( m_loadedChunkList[i]->x < 0 ) && ( m_loadedChunkList[i]->z >= 0 ) ) sortedChunkList.push_back(m_loadedChunkList[i]);
+ }
+
+ for (unsigned int i = 0; i < sortedChunkList.size();)
+ {
+ workingThreads = 0;
+ PIXBeginNamedEvent(0,"Setting tasks for save threads\n");
+ for(unsigned int j = 0; j < 3; ++j)
+ {
+ chunkSet = false;
+
+ while(!chunkSet && i < sortedChunkList.size())
+ {
+ chunk = sortedChunkList[i];
+
+ threadData[j].saveEntities = (force && !chunk->dontSave);
+
+ if (chunk->shouldSave(force) || threadData[j].saveEntities)
+ {
+ chunkSet = true;
+ ++workingThreads;
+
+ threadData[j].chunkToSave = chunk;
+
+ //app.DebugPrintf("Chunk to save set for thread %d\n", j);
+
+ if(saveThreads[j] == NULL)
+ {
+ char threadName[256];
+ sprintf(threadName,"Save thread %d\n",j);
+ SetThreadName(threadId[j], threadName);
+
+ //saveThreads[j] = CreateThread(NULL,0,runSaveThreadProc,&threadData[j],CREATE_SUSPENDED,&threadId[j]);
+ saveThreads[j] = new C4JThread(runSaveThreadProc,(void *)&threadData[j],threadName);
+
+
+ //app.DebugPrintf("Created new thread: %s\n",threadName);
+
+ // Threads 1,3 and 5 are generally idle so use them (this call waits on thread 2)
+ if(j == 0) saveThreads[j]->SetProcessor(CPU_CORE_SAVE_THREAD_A); //XSetThreadProcessor( saveThreads[j], 1);
+ else if(j == 1) saveThreads[j]->SetProcessor(CPU_CORE_SAVE_THREAD_B); //XSetThreadProcessor( saveThreads[j], 3);
+ else if(j == 2) saveThreads[j]->SetProcessor(CPU_CORE_SAVE_THREAD_C); //XSetThreadProcessor( saveThreads[j], 5);
+
+ //ResumeThread( saveThreads[j] );
+ saveThreads[j]->Run();
+ }
+
+ if (++saves == MAX_SAVES && !force)
+ {
+ maxSavesReached = true;
+ break;
+
+ //LeaveCriticalSection(&m_csLoadCreate);
+ // TODO Should we be returning from here? Probably not
+ //return false;
+ }
+
+ // 4J - added this to support progressListener
+ if (progressListener != NULL)
+ {
+ if (count > 0 && ++cc % 10 == 0)
+ {
+ progressListener->progressStagePercentage(cc * 100 / count);
+ }
+ }
+ }
+
+ ++i;
+ }
+
+ if( !chunkSet )
+ {
+ threadData[j].chunkToSave = NULL;
+ //app.DebugPrintf("No chunk to save set for thread %d\n",j);
+ }
+ }
+ PIXEndNamedEvent();
+ PIXBeginNamedEvent(0,"Waking save threads\n");
+ // Start the worker threads going
+ for(unsigned int k = 0; k < 3; ++k)
+ {
+ //app.DebugPrintf("Waking save thread %d\n",k);
+ threadData[k].wakeEvent->Set(); //SetEvent(threadData[k].wakeEvent);
+ }
+ PIXEndNamedEvent();
+ PIXBeginNamedEvent(0,"Waiting for completion of save threads\n");
+ //app.DebugPrintf("Waiting for %d save thread(s) to complete\n", workingThreads);
+
+ // Wait for the worker threads to complete
+ //WaitForMultipleObjects(workingThreads,notificationEvent,TRUE,INFINITE);
+ // 4J Stu - TODO This isn't ideal as it's not a perfect re-implmentation of the Xbox behaviour
+ for(unsigned int k = 0; k < workingThreads; ++k)
+ {
+ threadData[k].notificationEvent->WaitForSignal(INFINITE);
+ }
+ PIXEndNamedEvent();
+ if( maxSavesReached ) break;
+ }
+
+ //app.DebugPrintf("Clearing up worker threads\n");
+ // Stop all the worker threads by giving them nothing to process then telling them to start
+ unsigned char validThreads = 0;
+ for(unsigned int i = 0; i < 3; ++i)
+ {
+ //app.DebugPrintf("Settings chunk to NULL for save thread %d\n", i);
+ threadData[i].chunkToSave = NULL;
+
+ //app.DebugPrintf("Setting wake event for save thread %d\n",i);
+ threadData[i].wakeEvent->Set(); //SetEvent(threadData[i].wakeEvent);
+
+ if(saveThreads[i] != NULL) ++validThreads;
+ }
+
+ //WaitForMultipleObjects(validThreads,saveThreads,TRUE,INFINITE);
+ // 4J Stu - TODO This isn't ideal as it's not a perfect re-implmentation of the Xbox behaviour
+ for(unsigned int k = 0; k < validThreads; ++k)
+ {
+ saveThreads[k]->WaitForCompletion(INFINITE);;
+ }
+
+ for(unsigned int i = 0; i < 3; ++i)
+ {
+ //app.DebugPrintf("Closing handles for save thread %d\n", i);
+ delete threadData[i].wakeEvent; //CloseHandle(threadData[i].wakeEvent);
+ delete threadData[i].notificationEvent; //CloseHandle(threadData[i].notificationEvent);
+ delete saveThreads[i]; //CloseHandle(saveThreads[i]);
+ }
+#endif
+ }
+
+ if (force)
+ {
+ if (storage == NULL)
+ {
+ LeaveCriticalSection(&m_csLoadCreate);
+ return true;
+ }
+ storage->flush();
+ }
+
+ LeaveCriticalSection(&m_csLoadCreate);
+ return !maxSavesReached;
+
+}
+
+bool ServerChunkCache::tick()
+{
+ if (!level->noSave)
+ {
+#ifdef _LARGE_WORLDS
+ for (int i = 0; i < 100; i++)
+ {
+ if (!m_toDrop.empty())
+ {
+ LevelChunk *chunk = m_toDrop.front();
+ if(!chunk->isUnloaded())
+ {
+ save(chunk);
+ saveEntities(chunk);
+ chunk->unload(true);
+
+ //loadedChunks.remove(cp);
+ //loadedChunkList.remove(chunk);
+ AUTO_VAR(it, std::find( m_loadedChunkList.begin(), m_loadedChunkList.end(), chunk) );
+ if(it != m_loadedChunkList.end()) m_loadedChunkList.erase(it);
+
+ int ix = chunk->x + XZOFFSET;
+ int iz = chunk->z + XZOFFSET;
+ int idx = ix * XZSIZE + iz;
+ m_unloadedCache[idx] = chunk;
+ cache[idx] = NULL;
+ }
+ m_toDrop.pop_front();
+ }
+ }
+#endif
+ if (storage != NULL) storage->tick();
+ }
+
+ return source->tick();
+
+}
+
+bool ServerChunkCache::shouldSave()
+{
+ return !level->noSave;
+}
+
+wstring ServerChunkCache::gatherStats()
+{
+ return L"ServerChunkCache: ";// + _toString<int>(loadedChunks.size()) + L" Drop: " + _toString<int>(toDrop.size());
+}
+
+vector<Biome::MobSpawnerData *> *ServerChunkCache::getMobsAt(MobCategory *mobCategory, int x, int y, int z)
+{
+ return source->getMobsAt(mobCategory, x, y, z);
+}
+
+TilePos *ServerChunkCache::findNearestMapFeature(Level *level, const wstring &featureName, int x, int y, int z)
+{
+ return source->findNearestMapFeature(level, featureName, x, y, z);
+}
+
+int ServerChunkCache::runSaveThreadProc(LPVOID lpParam)
+{
+ SaveThreadData *params = (SaveThreadData *)lpParam;
+
+ if(params->useSharedThreadStorage)
+ {
+ Compression::UseDefaultThreadStorage();
+ OldChunkStorage::UseDefaultThreadStorage();
+ }
+ else
+ {
+ Compression::CreateNewThreadStorage();
+ OldChunkStorage::CreateNewThreadStorage();
+ }
+
+ // Wait for the producer thread to tell us to start
+ params->wakeEvent->WaitForSignal(INFINITE); //WaitForSingleObject(params->wakeEvent,INFINITE);
+
+ //app.DebugPrintf("Save thread has started\n");
+
+ while(params->chunkToSave != NULL)
+ {
+ PIXBeginNamedEvent(0,"Saving entities");
+ //app.DebugPrintf("Save thread has started processing a chunk\n");
+ if (params->saveEntities) params->cache->saveEntities(params->chunkToSave);
+ PIXEndNamedEvent();
+ PIXBeginNamedEvent(0,"Saving chunk");
+
+ params->cache->save(params->chunkToSave);
+ params->chunkToSave->setUnsaved(false);
+
+ PIXEndNamedEvent();
+ PIXBeginNamedEvent(0,"Notifying and waiting for next chunk");
+
+ // Inform the producer thread that we are done with this chunk
+ params->notificationEvent->Set(); //SetEvent(params->notificationEvent);
+
+ //app.DebugPrintf("Save thread has alerted producer that it is complete\n");
+
+ // Wait for the producer thread to tell us to go again
+ params->wakeEvent->WaitForSignal(INFINITE); //WaitForSingleObject(params->wakeEvent,INFINITE);
+ PIXEndNamedEvent();
+ }
+
+ //app.DebugPrintf("Thread is exiting as it has no chunk to process\n");
+
+ if(!params->useSharedThreadStorage)
+ {
+ Compression::ReleaseThreadStorage();
+ OldChunkStorage::ReleaseThreadStorage();
+ }
+
+ return 0;
+}